Dynamic item obtain rate based on player progression, action, and other in-game behavior

ABSTRACT

One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.

FIELD OF THE DISCLOSURE

This disclosure relates to altering the probabilities of rewards forfulfilling game objectives.

BACKGROUND

Various techniques for accommodating different players of differentengagement levels relating to the operation, administration, and/orperformance of a virtual world are known. Providing player skill basedaccommodations (e.g., handicaps) relating to a player's interaction withand performance in an online game is also known.

Conventional systems, however, suffer from various drawbacks andinefficiencies relating to providing player accommodations based onplayer skill. For example, conventional systems may require individualplayers of different engagement levels to obtain items at the same rate.Conventional systems further may not account for a usage basedaccommodation. Other drawbacks may exist.

SUMMARY

One aspect of the disclosure relates to altering the probabilities ofrewards for fulfilling game objectives in a game space. One method tomodify the chance of obtaining a particular item from the result of anin-game action occurs based on the rate of usage by a user in the gamespace. Determining the rate of usage of the game space by the user maybe based on an amount of time spent by the user in the game space forsome real world time. Rate of usage may also be based on an amount oftime spent by the user in the game space over some sliding window ofreal world time, during a previous period of time, the user'sprogression, the user's action, and/or any other time relating to thegame space. Performance of one or more tasks in the game space by theusers may determine completion of the game objective. The game objectivemay be associated with a set of potential reward items. The set ofpotential reward items may include a first item. Probabilities of thefirst item from the set of potential reward items being provided toindividual users as a reward for completing the game objective may bedetermined based on the rates of usage of the game space by the user.The probability of the first user being provided with the first item asa reward for completing the game objective may be determined based onthe rate of usage of the game space by the first user. Rewards forcompletion of the game objective may be determined and awarded based onthe probability of the user being provided with the first item. Thedisclosure further exemplifies a system and method relating to alteringa probability of fulfilling a game objective in a game space.

A system for altering a probability of fulfilling a game objective in agame space may comprise one or more physical processors configured toexecute computer program modules. The computer program modules maycomprise a space module, an interaction module, a relationship module, anetwork module, a usage measurement module, a game objective module, aprobability module, a reward determination module and/or a rewarddispersal module.

A space module may be configured to execute an instance of a game space,and/or to implement the instance to facilitate presentation of views ofthe game space to users. The space module may be configured tofacilitate interaction of the users with the game space. The users mayinclude first user.

A usage measurement module may be configured to determine rates of usageof the game space by users including a first user. The usage measurementmodule may be configured such that determining the rate of usage of thegame space by the first user may be based on an amount of time spent bythe first user in the game space for some real world time. In someimplementations, the usage measurement module may be configured suchthat determining the rate of usage of the game space by the first usercomprises determining an average amount of time spent by the first userin the game space over some sliding window of real world time. In someimplementations, the usage measurement module may be configured suchthat determining the rate of usage of the game space by the first usercomprises determining an amount of time spent by the first user in thegame space during a previous period of time.

A game objective module may be configured to store a game objective.Completion of the game objective may comprise performance of one or moretasks in the game space by the users. The game objective may beassociated with a set of potential reward items. The set of potentialreward items may include a first item.

A probability module may be configured to separately assignprobabilities of the first item from the set of potential reward itemswhich may be provided to individual users as a reward for completing thegame objective. The probability module may assign a probability of thefirst user being provided with the first item as a reward for completingthe game objective that may be different than the probabilities of otherusers being provided with the first item as a reward for completing thegame objective. The probability module may be configured to determinethe probabilities based on the rates of usage of the game space by theusers. The probability of the first user provided with the first item asa reward for completing the game objective may be determined based onthe rate of usage of the game space by the first user.

The probability module may be configured such that the probability ofthe first item being provided to the first user for completing the gameobjective may be greater than the probability of the first item beingprovided to a second user for completing the game objective responsiveto the rate of usage of the second user being greater than the rate ofusage of the first user. In some implementations, the first item may bethe most valuable item in the set of potential reward items. In someimplementations, potential reward items may comprise one or more of anin-game item, a game level, unlocking game information, and/or acquiringa skill, acquiring one or more of various matters collected in aninventory and/or any other reward related to the game.

A reward determination module may be configured to determine rewards forcompletion of the game objective based on the probabilities determinedby the probability module. A reward for the first user for completingthe game objective may be determined based on the probability of thefirst user being provided with the first item determined by theprobability module.

A reward dispersal module may be configured to disperse rewards forcompleting the game objective within the game. Responsive to the firstuser completing the game objective, the reward for the first user forcompleting the game objective may be dispersed to the first user withinthe game space.

In some implementations, a method for altering a probability offulfilling a game objective in a game space may comprise: executing aninstance of a game space, and implementing the instance to facilitatepresentation of views of the game space to users, wherein the spacemodule may be configured to facilitate interaction of the users with thegame space, the users may be including a first user; determining ratesof usage of the game space by users such that a rate of usage of thegame space by the first user may be determined; storing a gameobjective, wherein completion of the game objective comprisesperformance of one or more tasks in the game space by the users, thegame objective being associated with a set of potential reward items,the set of potential reward items including a first item; assigningprobabilities of the first item from the set of potential reward itemsbeing provided to individual users as a reward for completing the gameobjective such that the probability module assigns a probability of thefirst user being provided with the first item as a reward for completingthe game objective that may be different than the probabilities of otherusers being provided with the first item as a reward for completing thegame objective, the probability module being configured to determine theprobabilities based on the rates of usage of the game space by the userssuch that the probability of the first user being provided with thefirst item as a reward for completing the game objective may bedetermined based on the rate of usage of the game space by the firstuser; determining rewards for completion of the game objective based onthe probabilities determined by the probability module such that areward for the first user for completing the game objective may bedetermined based on the probability of the first user being providedwith the first item determined by the probability module; and dispersingrewards for completing the game objective within the game such thatresponsive to the first user completing the game objective, the rewardfor the first user for completing the game objective determined by thereward determination module may be dispersed to the first user withinthe game space.

In some implementations, a non-transitory electronic storage media maystore information related to altering a probability of fulfilling a gameobjective in a game space. The stored information may comprise: a memoryconfigured to store information related to the one or more users of anonline game; and instructions configured to cause a client computingplatform to: execute an instance of a game space, and to implement theinstance to facilitate presentation of views of the game space to users,wherein the space module may be configured to facilitate interaction ofthe users with the game space, the users including a first user;determine rates of usage of the game space by users such that a rate ofusage of the game space by the first user may be determined; store agame objective, wherein completion of the game objective comprisesperformance of one or more tasks in the game space by the users, thegame objective being associated with a set of potential reward items,the set of potential reward items including a first item; assignprobabilities of the first item from the set of potential reward itemsbeing provided to individual users as a reward for completing the gameobjective such that the probability module assigns a probability of thefirst user being provided with the first item as a reward for completingthe game objective that may be different than the probabilities of otherusers being provided with the first item as a reward for completing thegame objective, the probability module being configured to determine theprobabilities based on the rates of usage of the game space by the userssuch that the probability of the first user being provided with thefirst item as a reward for completing the game objective may bedetermined based on the rate of usage of the game space by the firstuser; determine rewards for completion of the game objective based onthe probabilities determined by the probability module such that areward for the first user for completing the game objective may bedetermined based on the probability of the first user being providedwith the first item determined by the probability module; and disperserewards for completing the game objective within the game such thatresponsive to the first user completing the game objective, the rewardfor the first user for completing the game objective determined by thereward determination module may be dispersed to the first user withinthe game space.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an exemplary system configured to altering theprobabilities of rewards for fulfilling game objectives, according to anaspect of the invention.

FIG. 2 illustrates an exemplary method configured to altering theprobabilities of rewards for fulfilling game objectives, according to anaspect of the invention.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 10 configured to altering the probabilitiesof rewards for fulfilling game objectives. Altering the probabilities ofrewards makes the game more accessible to casual players. By normalizingdifferent usage rates, a first player does not have to play as long as asecond player in order to achieve the same rewards. This may keepplayers engaged in the game for a longer period of time.

In some implementations, system 10 may include a game server 12. Thegame server 12 may host a game space in which an online game takesplace. The game server 12 may be configured to communicate with one ormore client computing platforms 14 according to a client/serverarchitecture. The users (e.g., game players) may access system 10 and/orthe game space via client computing platforms 14.

The game server 12 may be configured to execute one or more computerprogram modules. The computer program modules may include one or more ofa user module 18, a space module 20, an interaction module 22, arelationship module 24, a network module 26, a usage measurement module28, a game objective module 30, a probability module 32, a rewarddetermination module 34, a reward dispersal module 36 and/or othermodules.

The user module 18 may be configured to access and/or manage one or moreuser profiles and/or user information associated with users of thesystem 10. The one or more user profiles and/or user information mayinclude information stored by game server 12, one or more of the clientcomputing platforms 14, and/or other storage locations. The userprofiles may include, for example, information identifying users (e.g.,a username or handle, a number, an identifier, and/or other identifyinginformation) within the game space, security login information (e.g., alogin code or password), game space account information, subscriptioninformation, virtual currency account information (e.g., related tocurrency held in credit for a user), relationship information (e.g.,information related to relationships between users in the game space),game space usage information, demographic information associated withusers, interaction history among users in the game space, informationstated by users, purchase information of users, browsing history ofusers, a client computing platform identification associated with auser, a phone number associated with a user, an inventory collection,and/or other information related to users.

Various matters may be collected in an inventory. These matters mayinclude, but are not limited to, virtual items, virtual resources,character attributes, and/or character skills. A virtual item may be anitem that can be used in a virtual world to assist a player's character.Examples of virtual items include, but are not limited to, valuables(money, valuable metals or gems, etc.), weapons, spell components,defense components, and/or armor. A virtual resource may be a resourcethat can be used in the virtual world to create game attributes.Examples of virtual resources include wood, stone, herbs, water, ores,animals, monsters, bosses, NPCs, building materials, potions, etc. Acharacter attribute may be any quality, trait, feature and/orcharacteristic a particular character can have. Character attributes mayinclude, but are not be limited to: a character score, a virtual object,the physical appearance of a character, an emblem or mark, a syntheticvoice, virtual currency, virtual help points or credits, the ability tojoin groups of other players at a later time, a score for subsequentmatching of later game parameters, a relationship with anothercharacter, a genetic profile or makeup, a skill or skill level, and/or aranking. Character skills may be game attributes inherent in or acquiredby a player character during game play such as, but not limited to: theability to cast (certain) spells, foretell the future, read minds, use(certain) weapons, cook, hunt, find herbs, assemble herbs into potions,mine, assemble objects into other objects, fly, and/or enchant otherplayer characters.

Space module 20 may be configured to implement the instance of the gamespace executed by the computer modules. The instance of the game spacemay reflect the state of the game space. The instance of the game spacemay be used to push state information to clients for implementation onthe clients, may be used to verify state information generated onclients executing expressions of the instance locally, and/or for otherpurposes. State information may include information about the state ofthe game space such as, without limitation, position information of oneor more objects, topography information, object status/shapeinformation, battle information, score information, user or characterprogress information, user inventory information, progress informationfor one or more activities or actions, view information describing aview of the game space, and/or other information that describes thestate of the game space.

Expressions of the instance executed on the clients facilitatepresentation of views on the clients of the game space. Expressions ofthe instance executed on the clients may be configured to simply presentviews of the game space based on the state information (e.g., viastreaming view information, object/position information, and/or otherstate information) received from space module 20. Expressions of theinstance executed on the clients may include space logic thateffectively provides for execution of a limited version of the instanceon a client that is synchronized and/or verified with state informationreceived from space module 20. The view presented on a given client maycorrespond to a location in the game space (e.g., the location fromwhich the view is taken, the location the view depicts, and/or otherlocations), a zoom ratio, a dimensionality of objects, a point-of-view,and/or view parameters. One or more of the view parameters may beselectable by the user.

The instance of the game space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platforms 14)that present the views of the game space to a user. The simulated spacemay have a topography, express ongoing real-time interaction by one ormore users, and/or include one or more objects positioned within thetopography that are capable of locomotion within the topography. In someinstances, the topography may be a 2-dimensional topography. In otherinstances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial portion of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer modules may be synchronous, asynchronous,and/or semi-synchronous.

The above description of the views of the game space determined from theinstance executed by space module 20 is not intended to be limiting. Thegame space may be presented in a more limited, or more rich, manner. Forexample, views of the game space may be selected from a limited set ofgraphics depicting an event in a given place within the game space. Theviews may include additional content (e.g., text, audio, pre-storedvideo content, and/or other content) that describes particulars of thecurrent state of the place, beyond the relatively generic graphics. Forexample, a view may include a generic battle graphic with a textualdescription of the opponents to be confronted. Other representations ofindividual places within the game space are contemplated.

Within the instance of the game space executed by space module 20, usersmay control characters, objects, simulated physical phenomena (e.g.,wind, rain, earthquakes, and/or other phenomena), and/or other elementswithin the game space to interact with the game space and/or each other.The user characters may include avatars. As used herein, the term “usercharacter” may refer to an object (or group of objects) present in thegame space that represents an individual user. The user character may becontrolled by the user with which it is associated. The user controlledelement(s) may move through and interact with the game space (e.g.,non-user characters in the game space, other objects in the game space).The user controlled elements controlled by and/or associated with agiven user may be created and/or customized by the given user. The usermay have an “inventory” of virtual goods and/or currency that the usercan use (e.g., by manipulation of a user character or other usercontrolled element, and/or other items) within the game space.

The users may participate in the instance of the game space bycontrolling one or more of the available user controlled elements in thegame space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 14. Theusers may interact with each other through communications exchangedwithin the game space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and enteredby the users via respective client computing platforms 14.Communications may be routed to and from the appropriate users throughgame server 12 (e.g., through space module 20).

The interaction module 22 may be configured to monitor interactions ofthe users with the game space and/or each other within the game space.This may include monitoring, for a given user, one or more of times atwhich the given user may be logged in to the game space, areas of thegame space the given user views or interacts with or in, other users thegiven user interacts with, the nature and/or content of interactions ofthe given user with other users, activities participated in within thegame space, level, powers, or skill attained in the game space,inventory items obtained in the game space, and/or other interactions ofthe given user with the game space and/or other users. Some or all ofthe information generated by interaction module 22 in monitoring theinteractions of the users may be stored to the user profiles managed byuser module 18.

At a given time, interaction module 22 may determine a set of users thatare currently engaged with the game space and/or a set of users that arecurrently not engaged with the game space. Being engaged with the gamespace may refer to being logged in to the game space, performing someaction or interaction within the game space within some period of time(e.g., the last 2 minutes), and/or other taking some other actionindicating ongoing and contemporaneous engagement with the game space.

The interaction module 22 may be configured to determine, for individualusers, an activity metric that indicates an activity level within thegame space. The activity metric may be determined based on one or moreof log in frequency, amount of time logged in to the game space within arolling time period (e.g., over the last day, week, month, or otherrolling time period), average amount of time logged in to the game spaceover some length of time (e.g., per day, per week, and/or other lengthof time), average log in session time over a rolling time period, numberof inter-user communications over a length of time, number of inter-usercommunications per log in, number of relationships with other users inthe game space, number of new relationships with other users in the gamespace within a rolling time period, amount of real world money spent inthe game space, and/or other activity parameters.

Network module 26 of the game server 12 may be configured to maintain aconnection to the one or more client computing platforms 14. Forexample, the network module 26 may maintain one or more communicationlines or ports to enable connection and/or exchange of information witha network 40 and/or other computing platforms 14. Information such asstate information, game state and game logic may be communicated vianetwork module 26. The network module 26 may be configured to receiveinformation from the client computing platform 14 as well.

A usage measurement module 28 may be configured to determine rates ofusage of the game space by users including a first user. The usagemeasurement module 28 may be configured such that determining the rateof usage of the game space by the first user may be based on an amountof time spent by the first user in the game space for some real worldtime. For example, in one week (e.g., real world time) a user may playthe game space for one hour (e.g., an amount of time spent by the firstuser in the game space).

In some implementations, the usage measurement module 28 may beconfigured such that determining the rate of usage of the game space bythe first user comprises determining an average amount of time spent bythe first user in the game space over some sliding window of real worldtime. In some implementations, the usage measurement module 28 may beconfigured such that determining the rate of usage of the game space bythe first user comprises determining an amount of time spent by thefirst user in the game space during a previous period of time. Aprevious period of time may be any measure of time prior to the currenttime. In some implementations, the usage measurement module 28 maydetermine the first user's progression, action and/or any otherbehaviors which modify the rate of usage.

A game objective module 30 may be configured to store a game objective.Completion of the game objective may comprise performance of one or moretasks in the game space by the users. Individual tasks may havepredetermined sets of conditions to be achieved by one or more users inorder to unlock a game objective. For example, a game objective mayinclude defeating a boss character, winning a battle, achieving somelevel of success within a race, locating one or more items in the gamespace, killing a number of characters, collecting a number of in-gameitems and/or widgets, reaching a certain destination by clearing anumber of obstacles, acquiring a number of virtual currency and/or anyother action related to the game and/or collecting various matters in aninventory.

The game objective may be associated with a set of potential rewarditems. The set of potential reward items may include a first item.Different items in the set of potential reward items for a given gameobjective may have different “values”. The probabilities may reflect thevalues so that more valuable items are assigned lower probabilities toobtain, and less valuable items are assigned higher probabilities toobtain. In some implementations, potential reward items may comprise oneor more of an in-game item, a game level, unlocking game information,and/or acquiring a skill, acquiring one or more of various matterscollected in an inventory and/or any other reward related to the game.

A probability module 32 may be configured to separately assignprobabilities to the potential reward items. In some implementations,individual items may be assigned a different probability. Theprobabilities may be assigned for potential reward items on a per-userbasis. The probabilities may be assigned based on a first item and asecond item. In some implementations, the first item has higherprobabilities than the second item for high rates of usage, and firstitem has lower probabilities than the second item for low rates ofusage. In this example, the second item may have a higher value than thefirst item.

Assigning probabilities may be based on, for example, determining thechance of the user obtaining the first item as a result of an in-gameaction. An in-game action may be the user obtaining the first item. Insome implementations, potential reward items may comprise one or more ofan in-game item, a game level, unlocking game information, acquiring askill, obtaining various items which may be collected in an inventoryand/or other rewards related to the game.

For example, if the probability for obtaining the one widget isconsidered to be X % for successfully performing a game objective, X maybe tuned for users having different usage rates to make it take lesstime, on average, for users having relatively lower usage rates. Thismay include increasing X to allow user's having relatively lower usagerates a greater chance of obtaining the one widget at individualperformances of the game objective. Because of this tuning of X, throughrepetition of some game objective, on average it may take users having afirst usage rate (e.g., a higher usage rate) 15 minutes to obtain oneout of 100 widgets. On average it may take users having a second usagerate (e.g., a relatively lower usage rate) 5 minutes through repetitionof the same game objective to obtain the same one widget.

The probability module 32 may determine a probability of the first userbeing provided with the first item as a reward for completing the gameobjective that may be different than the probabilities of other usersbeing provided with the first item as a reward for completing the gameobjective. For example, different users may be assigned differentprobabilities based on a determination of how long it took theindividual users to conduct the in-game action.

The probability module 32 may be configured to determine theprobabilities based on the rates of usage of the game space by theusers. The probability of the first user provided with the first item asa reward for completing the game objective may be determined based onthe rate of usage of the game space by the first user.

As exemplified above, the rate of usage of the game space by the firstuser may comprise determining an average amount of time spent by thefirst user in the game space over some sliding window of real worldtime. In other exemplary implementations, the rate of usage of the gamespace by the first user may comprise determining an amount of time spentby the first user in the game space during a previous period of time. Insome implementations, the first user's progression, spend behavior,action and/or any other behaviors may modify the rate of usage.

The probability module 32 may be configured such that the probability ofthe first item being provided to the first user for completing the gameobjective may be greater than the probability of the first item beingprovided to a second user for completing the game objective responsiveto the rate of usage of the second user being greater than the rate ofusage of the first user.

A reward determination module 34 may be configured to determine rewardsfor completion of the game objective based on the probabilitiesdetermined by the probability module. A reward for the first user forcompleting the game objective may be determined based on the probabilityof the first user being provided with the first item determined by theprobability module. In some implementations, rewards may comprise theuser receiving in-game items, receiving virtual and/or real worldcurrency, receiving game points, being provided with better skills orabilities and/or any type of reward provided in a game space.

A reward dispersal module 36 may be configured to disperse rewards forcompleting the game objective within the game. Responsive to the firstuser completing the game objective, the reward for the first user forcompleting the game objective may be dispersed to the first user withinthe game space. This may include adding it to the inventory, progressingcharacter along skill tree, unlocking content, and/or other mechanismsfor distribution.

The game server 12, client computing platforms 14, and/or externalresources may be operatively linked via one or more electroniccommunication links. For example, such electronic communication linksmay be established, at least in part, via a network such as the Internetand/or other networks. It will be appreciated that this is not intendedto be limiting, and that the scope of this disclosure includesimplementations in which game servers 12, client computing platforms 14,and/or external resources may be operatively linked via some othercommunication media.

Game server 12 may include electronic storage 38, one or more processors16, and/or other components. Game server 12 may include communicationlines, or ports to enable the exchange of information with a network 40and/or other computing platforms 14. Illustration of game server 12 inFIG. 1 is not intended to be limiting. Game server 12 may include aplurality of hardware, software, and/or firmware components operatingtogether to provide the functionality attributed herein to game server12. For example, game server 12 may be implemented by a cloud ofcomputing platforms operating together as game server 12.

Electronic storage 38 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 38 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with game server12 and/or removable storage that is removably connectable to game server12 via, for example, a port (e.g., a USB port, a firewire port, etc.) ora drive (e.g., a disk drive, etc.). Electronic storage 38 may includeone or more of optically readable storage media (e.g., optical disks,etc.), magnetically readable storage media (e.g., magnetic tape,magnetic hard drive, floppy drive, etc.), electrical charge-basedstorage media (e.g., EEPROM, RAM, etc.), solid-state storage media(e.g., flash drive, etc.), and/or other electronically readable storagemedia. Electronic storage 38 may include one or more virtual storageresources (e.g., cloud storage, a virtual private network, and/or othervirtual storage resources). Electronic storage 38 may store softwarealgorithms, information determined by processor 16, information receivedfrom game server 12, information received from client computingplatforms 14, and/or other information that enables game server 12 tofunction as described herein.

Processor(s) 16 may be configured to provide information processingcapabilities in game server 12. As such, processor 16 may include one ormore of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 16 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 16 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor 16 may represent processing functionality of aplurality of devices operating in coordination. The processor 16 may beconfigured to execute modules 18, 20, 22, 24, 26, 28, 30, 32, 34, and36. Processor 16 may be configured to execute modules 18, 20, 22, 24,26, 28, 30, 32, 34, and 36 by software; hardware; firmware; somecombination of software, hardware, and/or firmware; and/or othermechanisms for configuring processing capabilities on processor 16. Asused herein, the term “module” may refer to any component or set ofcomponents that perform the functionality attributed to the module. Thismay include one or more physical processors during execution ofprocessor readable instructions, the processor readable instructions,circuitry, hardware, storage media, or any other components.

It should be appreciated that although modules 18, 20, 22, 24, 26, 28,30, 32, 34, and 36 are illustrated in FIG. 1 as being implemented withina single processing unit, in implementations in which processor includesmultiple processing units, one or more of modules 18, 20, 22, 24, 26,28, 30, 32, 34, and 36 may be implemented remotely from the othermodules. The description of the functionality provided by the differentmodules 18, 20, 22, 24, 26, 28, 30, 32, 34, and 36 described below isfor illustrative purposes, and is not intended to be limiting, as any ofmodules 18, 20, 22, 24, 26, 28, 30, 32, 34, and 36 may provide more orless functionality than is described. For example, one or more ofmodules 18, 20, 22, 24, 26, 28, 30, 32, 34, and 36 may be eliminated,and some or all of its functionality may be provided by other ones ofmodules 18, 20, 22, 24, 26, 28, 30, 32, 34, and 36. As another example,processor 16 may be configured to execute one or more additional modulesthat may perform some or all of the functionality attributed below toone of modules 18, 20, 22, 24, 26, 28, 30, 32, 34, and 36.

A given client computing platform 14 may include one or more processorsconfigured to execute computer program modules. The computer programmodules may be configured to enable an expert or user associated withthe given client computing platform 14 to interface with system 10, gameserver 12, and/or external resources, and/or provide other functionalityattributed herein to client computing platforms 14. By way ofnon-limiting example, the given client computing platform 14 may includeone or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

FIG. 2 illustrates a method 50 of altering the probabilities of rewardsfor fulfilling game objectives, according to an aspect of the invention.The operations of method 50 presented below are intended to beillustrative. In some implementations, method 50 may be accomplishedwith one or more additional operations not described, and/or without oneor more of the operations discussed. Additionally, the order in whichthe operations of method 50 are illustrated in FIG. 2 and describedbelow is not intended to be limiting.

In some implementations, method 50 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 50 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 50.

At an operation 52, an instance of a game space may be executed tofacilitate presentation of views of the game space to users, andfacilitate interaction of the users with the game space. The users mayinclude first user.

At an operation 54, a determination may be made of rates of usage of thegame space by users including a first user. Determining the rate ofusage of the game space by the first user may be based on an amount oftime spent by the first user in the game space for some real world time.In some implementations, determining the rate of usage of the game spaceby the first user comprises determining an average amount of time spentby the first user in the game space over some sliding window of realworld time. In some implementations, determining the rate of usage ofthe game space by the first user comprises determining an amount of timespent by the first user in the game space during a previous period oftime.

At operation 56, a game objective may be stored. Completion of the gameobjective may comprise performance of one or more tasks in the gamespace by the users. The game objective may be associated with a set ofpotential reward items. The set of potential reward items may include afirst item.

At operation 58, probabilities of the first item from the set ofpotential reward items which may be provided to individual users as areward for completing the game objective may be separately assigned. Theprobability of the first user being provided with the first item as areward for completing the game objective may be different than theprobabilities of other users being provided with the first item as areward for completing the game objective. The probabilities based on therates of usage of the game space by the users may be determined. Theprobability of the first user provided with the first item as a rewardfor completing the game objective may be determined based on the rate ofusage of the game space by the first user.

The probability of the first item being provided to the first user forcompleting the game objective may be greater than the probability of thefirst item being provided to a second user for completing the gameobjective responsive to the rate of usage of the second user beinggreater than the rate of usage of the first user. In someimplementations, the first item may be the most valuable item in the setof potential reward items. In some implementations, potential rewarditems may comprise one or more of an in-game item, a game level,unlocking game information, and/or acquiring a skill, acquiring one ormore of various matters collected in an inventory and/or any otherreward related to the game.

In operation 60, a determination of rewards for completion of the gameobjective based on the probabilities may be determined. A reward for thefirst user for completing the game objective may be determined based onthe probability of the first user being provided with the first itemdetermined.

In operation 62, rewards for completing the game objective within thegame are dispersed. Responsive to the first user completing the gameobjective, the reward for the first user for completing the gameobjective may be dispersed to the first user within the game space.

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system for rewarding completion of gameobjectives in a virtual space, the system comprising: one or morephysical processors configured by machine-readable instructions to:execute an instance of the virtual space, and implement the instance tofacilitate presentation of views of the virtual space to users throughdisplays of client computing devices associated with the users, whereinthe users include a first user; facilitate interaction of the users withthe virtual space, wherein the users are associated with user accounts,wherein the user accounts include a first user account, wherein thefirst user is associated with the first user account; monitor access bythe first user to the first user account; determine a first usage valuefor the first user, wherein the first usage value represents an amountof time spent by the first user in the virtual space, wherein the amountof time is determined based on the access by the first user to the firstuser account; obtain a game objective, wherein the game objectiveincludes performance of one or more tasks in the virtual space, the gameobjective being associated with one or more potential reward items;determine a first probability of the first user being provided with theone or more potential reward items responsive to performance of the oneor more tasks, wherein determination of the first probability is basedon the first usage value; determine a reward to be provided to the firstuser responsive to performance of the one or more tasks, wherein thereward is selected from the one or more potential reward items anddetermined in accordance with the first probability; and distribute thereward to the first user.
 2. The system of claim 1, wherein the one ormore physical processors are configured by machine-readable instructionssuch that determining the first usage value is further based on theamount of time spent by the first user in the virtual space per somereal-world time.
 3. The system of claim 1, wherein the one or morephysical processors are configured by machine-readable instructions suchthat determining the first usage value is further based on an averageamount of time spent by the first user in the virtual space over somesliding window of real-world time.
 4. The system of claim 1, wherein theone or more physical processors are configured by machine-readableinstructions such that determining the first usage value is furtherbased on an amount of time spent by the first user in the virtual spaceduring a previous period of real-world time.
 5. The system of claim 1,wherein the one or more physical processors are configured bymachine-readable instructions such that the first probability is greaterthan a second probability of a second user being provided with the oneor more potential reward items responsive to performance of the one ormore tasks, wherein the second user is associated with a second useraccount, wherein a second usage value is greater than the first usagevalue, wherein the second usage value represents a second amount of timespent by the second user in the virtual space, and wherein the secondamount of time is determined based on access by the second user to thesecond user account.
 6. The system of claim 1, wherein the firstprobability is responsive to completion of the game objective.
 7. Thesystem of claim 1, wherein the one or more potential reward itemsinclude one or more of an in-game item, a game level, unlocking gameinformation, and/or acquiring a skill.
 8. A computer-implemented methodfor rewarding completion of game objectives in a virtual space, themethod being implemented in a computer system that includes one or morephysical processors configured by machine-readable instructions, themethod comprising: executing an instance of the virtual space, andimplementing the instance to facilitate presentation of views of thevirtual space to users through displays of client computing devicesassociated with the users, wherein the users include a first user;facilitating interaction of the users with the virtual space, whereinthe users are associated with user accounts, wherein the user accountsinclude a first user account, wherein the first user is associated withthe first user account; monitoring access by the first user to the firstuser account; determining a first usage value for the first user,wherein the first usage value represents an amount of time spent by thefirst user in the virtual space, wherein the amount of time isdetermined based on the access to the first user account by the firstuser; obtaining a game objective, wherein the game objective includesperformance of one or more tasks in the virtual space, the gameobjective being associated with one or more potential reward items;determining a first probability of the first user being provided withthe one or more potential reward items responsive to performance of theone or more tasks, wherein determination of the first probability isbased on the first usage value; determining a reward to be provided tothe first user responsive to performance of the one or more tasks,wherein the reward is selected from the one or more potential rewarditems and determined in accordance with the first probability; anddistributing the reward to the first user.
 9. The method of claim 8,wherein determining the first usage value is further based on the amountof time spent by the first user in the virtual space per some real-worldtime.
 10. The method of claim 8, wherein determining the first usagevalue is further based on an average amount of time spent by the firstuser in the virtual space over some sliding window of real-world time.11. The method of claim 8, wherein determining the first usage value isfurther based on an amount of time spent by the first user in thevirtual space during a previous period of real-world time.
 12. Themethod of claim 11, wherein the probability of the first item beingprovided to the first user is greater than a second probability of asecond user being provided with the one or more potential reward itemsresponsive to performance of the one or more tasks, wherein the seconduser is associated with a second user account, wherein a second usagevalue is greater than the first usage value, wherein the second usagevalue represents a second amount of time spent by the second user in thevirtual space, and wherein the second amount of time is determined basedon access by the second user to the second user account.
 13. The methodof claim 8, wherein the first probability is responsive to completion ofthe game objective.
 14. The method of claim 8, wherein the one or morepotential reward items include one or more of an in-game item, a gamelevel, unlocking game information, and/or acquiring a skill.
 15. Anon-transitory electronic storage media storing information related torewarding completion of game objectives in a virtual space, the storedinformation comprising: instructions configured to cause a clientcomputing platform to: execute an instance of the virtual space, andimplement the instance to facilitate presentation of views of thevirtual space to users through displays of client computing devicesassociated with the users, wherein the users include a first user;facilitate interaction of the users with the virtual space, wherein theusers are associated with user accounts, wherein the user accountsinclude a first user account, wherein the first user is associated withthe first user account; monitor access by the first user to the firstuser account; determine a first usage value for the first user, whereinthe first usage value represents an amount of time spent by the firstuser in the virtual space, wherein the amount of time is determinedbased on the access to the first user account by the first user; obtaina game objective, wherein the game objective includes performance of oneor more tasks in the virtual space, the game objective being associatedwith one or more potential reward items; determine a first probabilityof the first user being provided with the one or more potential rewarditems responsive to performance of the one or more tasks, whereindetermination of the first probability is based on the first usagevalue; determine a reward to be provided to the first user responsive toperformance of the one or more tasks, wherein the reward is selectedfrom the one or more potential reward items and determined in accordancewith the first probability; and distribute the reward to the first user.